🔥Convival Royale Gameplay
Convival Royale is one of the first Tower Defence Web 3.0 Play-To-Earn (P2E) games of its kind globally. It will feature Clash Royale inspired multiplayer gameplay with key Web 3.0 adoptions like NFT and Metaverse elements set in a sci-fi world where robots of different types are being used for sport & allied activities. Players use robots in clash royale inspired tournaments to earn reputation and glory. The game combines elements from collectible card games, tower defense and multiplayer online battle arena.
Enter the Arena! Build your Battle Deck and outsmart the enemy in fast real-time battles. Its a real-time multiplayer battle game starring your favourite Robo Sci-Fi characters and more. Start battling against players from around the world!
Gameplay Area:
The game follows the rules of Clash royale style tower rush game.
The gameplay pitches the player against another player
Each side will possess 3 towers. The middle tower is the most important tower and is referred to as the ‘Master tower.
The 2 other towers are called the ‘Lieutenant towers.
1 Master tower will be on the back
2 Lieutenant towers will be in the front
Gameplay occurs on a ground divided horizontally by river or gap.
The 2 sides are connected by 2 bridges leading to the two lieutenant towers.
Gameplay area will be as shown in the image above(Reference only image)
How to win the game
Get more Robo-cores than the opponent to win the game
For each player there will be 3 towers available in the game.
For each player there will be 3 towers available in the game.
2 Lieutenant towers
1 master tower
Players will get 1 robo-core to destroy 1 lieutenant tower
If the player destroys the master tower, then it will be an instant win for the player and he will earn 3 robo-core for it.
The game will be for 3 minutes, at the end of 3 minutes, the player with higher number of robo-core will win the game.
After 2 minutes, the energy regeneration rate will be doubled for 1 extra minute.
If both the players will be having the same number of robo-core at the end of 3 minutes, then 2 extra minutes will be extended for the game and it will be an overtime (Sudden death: the player to destroy the tower first will be the winner)
During overtime energy regeneration will be tripled
If still both players are having the same number of robo-cores, then a tie breaker scenario will be activated.
Tie Breaker Scenario
In this scenario, health of the minars which are standing will start decreasing gradually
100 health per second will be decreased
Red blink can be seen on the minar when the minar's health is decreased
Meanwhile, players will also be able to deploy units and try to destroy opponent’s minar
Energy regeneration will be 3X during tie breaker
A player to destroy opponent’s tower during this extra time will be the winner.
Even if the opponent’s tower is destroyed through decreasing health, then also the player will be considered as a winner.
For winning the game, players will earn
Chests
In game tokens (coins)
If a player loses the game, he will lose
In game tokens (coins)( Tokens will be burned)
Troop Deployments:
Players use troops in order to destroy enemy towers by deploying them.
Players must select 8 character cards from their collection and add them to the playable card deck.
During gameplay, Players deploy troops from their card deck by dragging the card onto the gameplay screen.
4 random cards from the player's deck are placed on the gameplay screen.
Players will be able to deploy the troops from the 4 character cards available on the screen
An upcoming card will also be displayed beside the 4 cards on the hand
Once the card is deployed from the hand, an upcoming card will come to the hand and ready to be deployed
Deploying the troops cost a renewable resource constantly refilling in a bar.
Each troop will cost a certain amount of the renewable resource.
The deployed characters will go to the enemy tower closest to their spawn location, and attack them.
If there are any troops deployed by the enemy, the troops will engage in combat with them.
What each troop prioritizes when deployed, depends on their character type.
Some will prioritize enemy troops when they appear near them
Some troops will ignore enemy troops and only focus on hitting the nearest tower.
All the information about the troop’s behaviour and stats will be mentioned in the metric sheet
At the start of a match, troops can be deployed only on the player's side of the map only. Border of the spawn area ends at the division.
Once a tower on the enemy side is destroyed, the spawn area around that tower is unlocked allowing players to spawn troops closer to enemy forts.
(Reference Image Only)
Enemy players will also be able to spawn troops inside your territory if your towers are destroyed.
The types of troops available are
Melee (Boxing bot, Ramming drone, etc)
Ranged (Gun equipped bot, Missile equipped bot, etc)
Master tower attacks (Artillery strike, etc)
The types of Troop behavior are:
Only Prioritize the nearest tower.
Prioritize the enemies in the range
If not enemies are there in the range, then the troops will prioritize attacking the tower
All troops use 2 movement types
Ground troops:
These type of troops will walk on the ground
These troops will use the bridges to go to the nearest enemy tower or to the enemy side
Flying troops:
These troops travel above the ground level, in the air
These troops don't need to use the bridges to go to the opponent’s area, instead they can go over the gap from where they are deployed
Renewable resource (Energy) system:
Deploying the cards to the arena will require energy.
Players can only have maximum 10 energy
Energy will be displayed at the bottom of the screen on the gameplay screen with number and a bar
Players will start the game with 5 energy, and the energy will increase gradually throughout the game
Normal energy: 1 energy every 2.8 seconds
Double energy: After 2 minutes of the game, the energy regeneration rate will be doubled (2 energy every 2.8 seconds)
Triple energy (during overtime): 3 energy every 2.8 seconds
NOTE: Current active rate of energy regeneration will be displayed on the top-right of the gameplay screen.
Players will not be able to deploy particular card, when the current energy is less than required energy to deploy the card
Energy required to deploy the card will be displayed on each card as well.
NOTE: Above numbers for energy system can be changed later for game balancing
Time locked treasure chest:
Players can obtain below mentioned things from the chest
Character cards
Upgrade cards
Coins.
All the details on the chances of getting them will be mentioned in the metric sheet
Player can get chest by
Winning the battles
Purchasing from the marketplace
NOTE: Chest purchased from the market place will be instantly unlocked
Chest slots
When a player earns a chest it will go to the chest slot, and player will need to unlock it to obtain rewards from the chest
4 chest slot will be available in the main menu of the game
Once all the slots are full, players will not get more chest by winning the battle
If player tries to play the battle, then they will get warning popup when all the slots are full
Warning Pop up message: You cannot obtain any more chest for winning the battle, you wish to continue?
Slots will be available when the chest is unlocked and the rewards are obtained from it.
Unlocking chest
Unlock time of the chest will be different for all the type of chest
Only 1 chest can be unlocked at a time
Players will have to select the chest to unlock from the slot
Once the chest is unlocked, the player can obtain rewards from it and can start unlocking next chest
The timer period can be skipped by spending coins.
Coins required to skip X amount of time will be mentioned in the metric sheet
Chest according to the arenas
Each arena will have various drops rates for the chest
Players can get the chest of the arena in which player is currently playing
For example, if the player is in arena 3 then he will get chest of arena 3
Chest earnt from low tier arenas have shorter time windows to open the chest and collect the rewards
Whereas chests earnt from higher tier arenas take longer time to open the chest and collect the reward.
The time for opening the chest will be mentioned in the metric sheet
Chest animations
Chest opening animation
Card revealing animations
Type of chests
Character Cards:
Gameplay
All player troops and characters are represented as cards both in gameplay and in menus. When deployed, their avatar will spawn in the gameplay space and perform their function.
All players will be able to slot in 8 such cards in their personal deck.
In the start of the gameplay, 4 of these cards are chosen and cycled through as each card is deployed.
Once a card has been deployed, they are not discarded, They are slotted back into the players personal deck.
Eventually the deployed card can be deployed again.
Each card costs a certain amount of renewable energy resource.
Cards when there isn’t enough energy are grayed out and cannot be clicked and dragged on to the gameplay screen
When there is enough energy to deploy a card, The graying out disappears and the cards are now clickable and can be dragged to the gameplay screen for deploying.
The energy bar gradually fills up at a constant pace until the bar is full.
As users upgrade and acquire new cards, they can make changes to their personal deck to their heart's content.
Each of the character cards in the player's possession is considered an NFT.
There will be a total of 15 character cards.
All cards are sorted into rarity as follows
Common
Rare
Epic
Legendary
Ultra
Mythic
Cards of higher rarity are rewarded for winning matches at higher tier arenas.
Once a character card is earnt, all subsequent cards earnt of the same character become upgrade cards
Upgrade Cards
Upgrade cards are Consumable NFT cards that are earnt through gameplay and can be bought on the marketplace.
Note:
The first time a new card is earnt, it will be a character card.
All subsequent drops of that card will be upgrade cards.
All character cards can be upgraded a total of 13 times.
Each Character card NFT’s can be leveled up to increase their stats and gameplay performance.
Each upgrade requires coins and upgrade cards relevant to the card being upgraded.
For example;
Robot 1 can be upgraded for 20 coins and 4 ‘Robot 1 Upgrade Cards’ at level 1.
After each level up the coin cost and upgrade card cost also increases.
At level 12 → 13; Robot 1 would require 1500 coins and 40 ‘Robot 1 Upgrade Cards’.
Each character upgrade increases the amount of upgrade cards and coins required and that will be mentioned in the metric sheet
This increases the difficulty curve of leveling up cards.
Each of the upgrade cards will have a different rate of dropping based on the character cards' rarity and tier.
Since players will want several instances of Upgrade cards, it will require them to farm for them through gameplay or buy them on the market.
Player progression
Player progression is determined by their character level.
The player's character level is determined by the cards in their possession,their rarity and their level.
As the player level increases, they will have access to new arena tiers.
At what level, the player will reach to the respective arena, will be mentioned in the metric sheet
The benefit of playing in higher tiers of arenas is increased difficulty, progression and unlocking new rarity cards.
Arenas
Players can play in various arenas
Players can see the details for various arenas by tapping on arena on the main menu
Arenas are the unique battle ground that are unlocked as the player level is increased
Arena in which the player is playing will be based on player’s level
Players will be able to unlock new cards as they climb up the arena
Chests obtained from the higher arena will have a greater number of cards and coins
4 arena tiers available for phase 1.
Arenas are essentially gameplay maps with different aesthetics but will give better rewards as we climb up
Each arena will be unique (Aesthetically)
Player will start with Arena 1, and as they level up, they will be placed in higher arenas.
Level range and card unlocks for the particular arena will be mentioned in the metric sheet
Matchmaking
Players in the same arena will be matched with each other
For example, if the player from arena 1 is searching for the game, then he will only be matched against the other player from arena 1
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